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tuseGameColor
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shujianhe
tuseGameColor
Commits
62f7b293
Commit
62f7b293
authored
Aug 20, 2023
by
Ever
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更新代码
parent
f9d29f48
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5 changed files
with
115 additions
and
44 deletions
+115
-44
gameScene.unity
Assets/Scenes/gameScene.unity
+4
-4
LoadingPanel.cs
Assets/scripts/Panel/LoadingPanel.cs
+6
-2
gameSceneLogic.cs
Assets/scripts/Views/gameScene/gameSceneLogic.cs
+1
-1
GroupListManager.cs
Assets/scripts/Views/maingame/GroupListManager.cs
+80
-15
colorItem.cs
Assets/scripts/perfabItems/colorItem.cs
+24
-22
No files found.
Assets/Scenes/gameScene.unity
View file @
62f7b293
...
...
@@ -1416,7 +1416,7 @@ RectTransform:
m_LocalEulerAnglesHint
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_AnchorMin
:
{
x
:
0
,
y
:
1
}
m_AnchorMax
:
{
x
:
0
,
y
:
1
}
m_AnchoredPosition
:
{
x
:
427
,
y
:
-82.5
00015
}
m_AnchoredPosition
:
{
x
:
427
,
y
:
-82.5
}
m_SizeDelta
:
{
x
:
87
,
y
:
91
}
m_Pivot
:
{
x
:
0.5
,
y
:
0.5
}
---
!u!114
&824212554
...
...
@@ -4354,9 +4354,9 @@ MonoBehaviour:
m_HandleRect
:
{
fileID
:
5101221413184368358
}
m_Direction
:
0
m_MinValue
:
0
m_MaxValue
:
1
00
m_MaxValue
:
1
m_WholeNumbers
:
0
m_Value
:
1
00
m_Value
:
1
m_OnValueChanged
:
m_PersistentCalls
:
m_Calls
:
[]
...
...
@@ -6408,7 +6408,7 @@ MonoBehaviour:
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
3396359898559686475
}
m_Enabled
:
1
m_Enabled
:
0
m_EditorHideFlags
:
0
m_Script
:
{
fileID
:
11500000
,
guid
:
582a8965e0faeec4a8df7d0271769c6d
,
type
:
3
}
m_Name
:
...
...
Assets/scripts/Panel/LoadingPanel.cs
View file @
62f7b293
...
...
@@ -26,14 +26,18 @@ public class LoadingPanel : MonoBehaviour
private
void
ClosePanel
(
object
[]
values
)
{
JIndu
.
value
=
1
;
StartCoroutine
(
DelayClose
());
if
(
gameObject
.
activeSelf
)
{
JIndu
.
value
=
1
;
StartCoroutine
(
DelayClose
());
}
}
IEnumerator
DelayClose
()
{
yield
return
new
WaitForSeconds
(
0.2f
);
gameObject
.
SetActive
(
false
);
JIndu
.
value
=
0
;
}
float
jindu
=
0
;
private
void
ChangeSlider
(
object
[]
values
)
...
...
Assets/scripts/Views/gameScene/gameSceneLogic.cs
View file @
62f7b293
...
...
@@ -90,7 +90,7 @@ public class gameSceneLogic : MonoBehaviour, IEventHandler
transform
.
Find
(
"gameEndOperBase"
).
gameObject
.
SetActive
(
false
);
transform
.
Find
(
"gameEndOperBase"
).
GetComponent
<
gameEndLogic
>().
initMember
();
transform
.
Find
(
"areaGroupList/tipSelectGroup"
).
gameObject
.
SetActive
(
false
);
transform
.
Find
(
"top"
).
gameObject
.
SetActive
(
false
);
//
transform.Find("top").gameObject.SetActive(false);
utilsTools
.
setGDataByKey
(
EventName
.
DataName
.
Data_PhoneOffsetValue
,
50
);
utilsTools
.
addTimer_Sec
(
gameObject
,
"loopGetHot"
,
(
String
name
)
=>
{
...
...
Assets/scripts/Views/maingame/GroupListManager.cs
View file @
62f7b293
...
...
@@ -7,6 +7,7 @@ using UnityEngine.UI;
using
System.Linq
;
using
DG.Tweening
;
using
TMPro
;
using
static
UnityEditor
.
Progress
;
public
class
GroupListManager
:
MonoBehaviour
{
...
...
@@ -50,39 +51,91 @@ public class GroupListManager : MonoBehaviour
private
void
GroupItemChange
(
object
[]
values
)
{
RoomGroupsData
data
=
(
RoomGroupsData
)
values
[
0
];
float
Jindu
=
0.4f
;
float
Jindu
=
(
float
)
data
.
roomIdsOver
.
Count
/((
float
)
data
.
roomIds
.
Count
+
(
float
)
data
.
roomIdsOver
.
Count
)
;
var
item
=
AllItem
.
FirstOrDefault
((
a
)
=>
{
return
a
.
GID
==
data
.
id
;
});
if
(
item
!=
null
)
{
item
.
ChangeProgress
(
Jindu
);
if
(
Jindu
>=
1
)
{
RemoveAGroup
(
item
);
}
}
}
private
void
RemoveAGroup
(
colorItem
item
)
{
AllItem
.
Remove
(
item
);
item
.
transform
.
DOScale
(
Vector3
.
zero
,
0.3f
).
onComplete
=
()
=>
{
item
.
gameObject
.
SetActive
(
false
);
};
//var nowselect= AllItem.FirstOrDefault(()=>)
for
(
int
i
=
0
;
i
<
AllItem
.
Count
;
i
++)
{
var
ite
=
AllItem
[
i
];
if
(
ite
.
index
>
item
.
index
)
{
ite
.
index
--;
ite
.
transform
.
DOLocalMoveX
(
ite
.
transform
.
localPosition
.
x
-
item
.
transform
.
GetComponent
<
RectTransform
>().
rect
.
x
,
0.3f
);
}
}
}
private
void
CreateGroup
(
object
[]
values
)
{
List
<
RoomGroupsData
>
roomGroupsData
=
(
List
<
RoomGroupsData
>)
values
[
0
];
int
AllGroupNum
=
roomGroupsData
.
Count
;
//总的组个数
float
NowJindu
=
0
.4
f
;
//现在的进度
float
NowJindu
=
0f
;
//现在的进度
Transform
tran
;
int
index
=
0
;
int
childCount
=
Content
.
transform
.
childCount
;
foreach
(
var
item
in
roomGroupsData
)
AllItem
.
Clear
();
for
(
int
i
=
0
;
i
<
childCount
;
i
++)
{
tran
=
GameObject
.
Instantiate
(
GroupItem_Obj
).
transform
;
tran
.
SetParent
(
Content
.
transform
);
tran
.
localPosition
=
Vector3
.
zero
;
tran
.
localRotation
=
Quaternion
.
Euler
(
0
,
0
,
0
);
tran
.
localScale
=
Vector3
.
one
;
//NowJindu = (float)item.roomIdsOver.Count / item.roomIds.Count + item.roomIdsOver.Count;
var
coloritem
=
tran
.
GetComponent
<
colorItem
>();
coloritem
.
Init
(
new
Color
(
item
.
R
,
item
.
G
,
item
.
B
)/
255f
,
NowJindu
,
item
.
id
);
coloritem
.
index
=
index
;
index
++;
AllItem
.
Add
(
coloritem
);
Content
.
transform
.
GetChild
(
i
).
gameObject
.
SetActive
(
false
);
}
if
(
childCount
>=
AllGroupNum
)
{
foreach
(
var
item
in
roomGroupsData
)
{
tran
=
Content
.
transform
.
GetChild
(
index
);
NowJindu
=
(
float
)
item
.
roomIdsOver
.
Count
/
(
item
.
roomIds
.
Count
+
item
.
roomIdsOver
.
Count
);
var
coloritem
=
InitItem
(
tran
,
new
Color
(
item
.
R
,
item
.
G
,
item
.
B
)
/
255f
,
NowJindu
,
item
.
id
);
coloritem
.
index
=
index
;
index
++;
AllItem
.
Add
(
coloritem
);
}
}
else
{
for
(
int
i
=
0
;
i
<
childCount
;
i
++)
{
tran
=
Content
.
transform
.
GetChild
(
index
);
var
item
=
roomGroupsData
[
index
];
NowJindu
=
(
float
)
item
.
roomIdsOver
.
Count
/
(
item
.
roomIds
.
Count
+
item
.
roomIdsOver
.
Count
);
var
coloritem
=
InitItem
(
tran
,
new
Color
(
item
.
R
,
item
.
G
,
item
.
B
)
/
255f
,
NowJindu
,
item
.
id
);
coloritem
.
index
=
index
;
index
++;
AllItem
.
Add
(
coloritem
);
}
AllGroupNum
=
roomGroupsData
.
Count
-
AllItem
.
Count
;
for
(
int
i
=
0
;
i
<
AllGroupNum
;
i
++)
{
var
item
=
roomGroupsData
[
index
];
tran
=
GameObject
.
Instantiate
(
GroupItem_Obj
).
transform
;
NowJindu
=
(
float
)
item
.
roomIdsOver
.
Count
/
(
item
.
roomIds
.
Count
+
item
.
roomIdsOver
.
Count
);
var
coloritem
=
InitItem
(
tran
,
new
Color
(
item
.
R
,
item
.
G
,
item
.
B
)
/
255f
,
NowJindu
,
item
.
id
);
coloritem
.
index
=
index
;
index
++;
AllItem
.
Add
(
coloritem
);
}
}
EventDispatcher
.
Dispatch
(
EventName
.
Event
.
Event_LoadingPanelCLose
);
StartCoroutine
(
Delay
());
...
...
@@ -97,6 +150,18 @@ public class GroupListManager : MonoBehaviour
item
.
PlayInitAni
();
}
}
private
colorItem
InitItem
(
Transform
tran
,
Color
color
,
float
Jindu
,
int
gid
)
{
tran
.
SetParent
(
Content
.
transform
);
tran
.
localPosition
=
Vector3
.
zero
;
tran
.
localRotation
=
Quaternion
.
Euler
(
0
,
0
,
0
);
tran
.
localScale
=
Vector3
.
one
;
tran
.
gameObject
.
SetActive
(
true
);
var
coloritem
=
tran
.
GetComponent
<
colorItem
>();
coloritem
.
Init
(
color
,
Jindu
,
gid
);
return
coloritem
;
}
private
int
nowidx
=
0
;
private
int
oldindex
=
0
;
...
...
Assets/scripts/perfabItems/colorItem.cs
View file @
62f7b293
...
...
@@ -13,7 +13,7 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
[
SerializeField
]
private
bool
isSelect
=
false
;
[
SerializeField
]
private
float
now
Progress
=
0
;
private
float
target
Progress
=
0
;
[
SerializeField
]
private
string
idName
=
""
;
[
SerializeField
]
...
...
@@ -76,10 +76,13 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
CreateMat
();
}
nowvalue
=
Jindu
;
NowProgress
=
Jindu
;
UseColor
=
color
;
GID
=
groupid
;
IdName
=
groupid
.
ToString
();
Image_Jindu
.
material
.
SetFloat
(
"progress"
,
Jindu
);
}
public
void
ChangeProgress
(
float
jindu
)
...
...
@@ -109,29 +112,32 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
}
public
float
NowProgress
{
set
{
if
(
value
<=
0
)
value
=
0f
;
else
if
(
value
>=
0.99999998
)
value
=
1.0f
;
if
(
utilsTools
.
isEqualByValue
(
value
,
1
,
0.000001f
))
{
value
=
1.0f
;
}
nowProgress
=
value
;
bool
isend
=
this
.
isFinish
();
//effectImg.Height = 1.0f - nowProgress;
//effectImg.Height = nowProgress;
Image_Jindu
.
material
.
SetFloat
(
"progress"
,
nowProgress
);
transform
.
Find
(
"idname"
).
gameObject
.
SetActive
(!
isend
);
set
{
targetProgress
=
value
;
//Image_Jindu.material.SetFloat("progress", targetProgress);
}
get
{
return
nowProgress
;
return
targetProgress
;
}
}
private
float
nowvalue
;
private
void
Update
()
{
if
(
targetProgress
>
nowvalue
)
{
nowvalue
+=
Time
.
deltaTime
/
2f
;
if
(
targetProgress
<=
nowvalue
)
{
nowvalue
=
targetProgress
;
}
Image_Jindu
.
material
.
SetFloat
(
"progress"
,
nowvalue
);
}
}
public
string
IdName
{
set
{
...
...
@@ -194,10 +200,6 @@ public class colorItem : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
transform
.
localScale
=
Vector3
.
one
*
NotSelectScale
;
}
public
bool
isFinish
()
{
return
utilsTools
.
isEqualByValue
(
nowProgress
,
1.0f
,
0.0000002f
);
}
public
void
onClickAreaGroup
()
{
if
(
IsSelect
)
...
...
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